L1-1. Skull’s Throat 'Red-Tiled Approach'
From a jagged opening on the right—just before the wreck—you hear guttural voices: threats, complaints, tankards scraping, a slap, a grunt, laughter that dies fast.
Features & Clues
- False-Dwarven Masonry. A dwarf or any PC with stonework training notes the work is imitative, not master-made: tool marks too regular, grout lines odd (INT (Investigation) or WIS (Perception) DC 12; dwarves have advantage).
- Red Tiles. Fired clay with iron-oxide glaze. Several are loose; stepping on them gives a sharp clack (DEX (Stealth) DC 13 to avoid; first failure imposes disadvantage on the party’s next Stealth group check as sound carries).
- Ruined Portcullis. Twisted bars (difficult terrain for 10 ft). Clearing a crawl-through gap safely takes 5 minutes or STR (Athletics) DC 15 to drag a section aside (1 minute; on a failed check by 5+, a bar shifts noisily). The wall grooves and ceiling slot reveal the gate once dropped from above.
- Right-Hand Opening. A smashed section of wall (Room 2A, the guard-den) with a plank set as a makeshift door. Light and voices leak through.
- Tracks. Many orc boot-marks; a heavy drag toward the depths. A cracked tile hides a Suel electrum coin (worth 2 gp) stained red.
Light/Sound. Smoky torchlight from 2A throws bars of light across the floor. In this throat, shouting or combat can be heard in Rooms 2A and 4 without a check; careful movement requires group Stealth vs. DC 12 to pass unheard.
Suel provenance (what proves it)
These features are subtle, battered, and Suel Pantheon through and through:
- Lintel glyphs:
- Hourglass within an eight-point (the mark of Lendor, Father of Time).
- A bear-form rendered in rigid Suel angles (Llerg, the wild strength they once venerated)—appropriate for a site guided by Llerg’s Fang.
- A thin, serpentine spiral scratched across older work (iconoclasts tried to chisel it out): sages may link this to Tharizdun, the old Suel terror in their cosmogony.
- Frieze shards (knee-height along the walls): alternating sea-scrolls and feather-vanes—echoes of Osprem/Xerbo (sea & commerce) and Phaulkon (sky/flight).
- Tile pattern: every sixth red tile bears a hairline rune—a mute ward in Wee Jas’ script (law and magic), long since discharged.
- Metal choice: the portcullis’ brass and iron collaring is typical of late-Imperial Suel temple architecture (order over raw stone).
Skill checks (give the table real payoff)
- Religion or History DC 11: Recognize the hourglass-star as Lendor; conclude “Suel make.”
- Religion DC 13: Identify the bear-form as Llerg; omen matches the “Fang” way-finding. Gain advantage on the next check to follow any Suel way-marker this session.
- Arcana DC 12: Read the Wee Jas tile-wards (long inert infer this corridor once enforced silence/order—useful foreshadowing.
- Religion DC 15: Notice the erased serpent spiral and recall Suel myths of Tharizdun as primordial, forbidden chaos; players who voice a loud, orderly chant here gain +1 to group Stealth for 10 minutes (echo-discipline).
- Stonecunning/Tools (Masonry) DC 12: “Not dwarven—Suel trying to be dwarven.” The cuts are too regular; grout lines are wrong.
Signs of Howling Moon Clan occupation
- Boot-grime smears the Suel tiles; empty rot-spirit bottles kicked under the bars.
- Brass shavings collected in a greasy rag (makeshift trade baubles).
- Crude gobs of pitch smeared over some goddess faces (defacement of Lydia/Wee Jas motifs).
If Entrance Guards Fled Here
If outside sentries escaped the hilltop fight and retreated to 2A before the PCs arrive:
- Immediate: 2A tips a table into the breach, litters broken tile shards (improvised caltrops; first enemy to rush through makes DEX save DC 12 or takes 1 piercing and speed –10 ft for 1 minute). One orc sprints to Room 4 to rouse the ogre.
- Numbers: Add the survivors to 2A’s roster; they are on edge (advantage on first Perception).
- Tactics: The orcs hold the smashed opening and try to shove intruders onto the twisted bars (difficult terrain). If pressed, they fall back in pairs, drawing the PCs toward Room 4 for the ogre’s counter-charge.
Tactics if Combat Starts Here
- Orcs in 2A probe first; if they see armor/steel, they call for the ogre.
- The ogre prefers to smash at the portcullis choke, letting orcs Ready attacks to strike through gaps.
- Clever PCs can bait the ogre to step on loose tiles (DM: give it DEX Save DC 10 or lose 10 ft of movement that turn as a bar rolls underfoot).
Treasure & lore bits
- Suel electrum coin wedged in a grout gap (2 gp).
- Wee Jas tile shard (arcane focus, 10 gp to a scholar).
- Ledger scrap (Howling Moon scrawl) confirming “Temple of the Old Suel—good stone for spikes,” cementing the site’s identity in-world.
This ties the hallway’s look, sound, and iconography directly to the Suel pantheon—Lendor on the lintel, Llerg as the omen’s patron, the Wee Jas order-wards underfoot—while showing how the Howling Moon have abused and repurposed it.
Map Notes
- Corridor runs straight and slightly down; 12 ft wide, 15 ft high, 30-ft squares of red tile.
- 2A breach is on the right, 10 ft short of the ruined gate.
- Room 4 opens farther ahead on the left (heavy beam door ajar), beyond the fallen portcullis.
Use this room to set tone: ancient precision, crude occupation, and the promise of a running fight if the party loses the sound war.

Wandering in the Throat
(d6, each 10 minutes or on noise)
Roll once every 10 minutes or upon loud noise.
- Orc pair carrying a bucket of rot-spirits (disadvantage on first Perception).
- Orc runner with message tablets hustling from 4 → 2A. If intercepted, tablets list “gate broken / replace spikes.”
- Giant rats (2d4) scavenging among the bars; flee from open flame.
- Ogre from 4 shuffles out to urinate; Perception 8 while distracted.
- Drunk quarrel in 2A peaks—one orc flung into the corridor (prone).
- Silence pulse. A breath of dead quiet rolls the hall for 1 round; any sound the PCs make seems too loud (Stealth checks at disadvantage that round).
Noise & response between rooms
- Trigger: combat, raised voices, metal on bars, tile clack clack.
- Round 1–2: Room 2A (Guard-Den) checks to investigate (d6: 3–6) with 2 orcs.
- Round 3–4: Room 4 (Ogre’s Bay) stirs (d6: 4–6 ogre bellows and advances with 2 nearest orcs next round.
- Horn effect: If any horn is blown (2A or 4), adjacent rooms gain +1 on their response roll and 1d4 orcs arrive 2 rounds later.
Quiet play tip: a steady noise ward (murmured chant, rattle-string) doesn’t draw checks by itself—sudden clatters do.
If outside orcs escaped into 2A
- They tip a table into the breach and scatter tile-shards (improvised caltrops: first rusher DEX save DC 12 or 1 piercing & –10 ft speed for 1 minute).
- One flees to Room 4 to wake the ogre; all orcs in 2A gain advantage on the first Perception/Initiative roll.
- They fight a fall-back through the breach, trying to shove PCs onto the twisted bars so the ogre can smash from behind.


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